The Big Game Projekt

The Big Game course officially started three weeks ago and so far it’s been an amazing journey. From the first day we’ve put all our hearts and souls into our MOBA/RTS game called E.R.A (Eternal Resonance Arena). Since the start of the project I cant say we (graphical artists) have encountered any real problems, its been fluently progressing, as a Technical Artist how ever I’ve learned that we have the adjust the graphics toward the Unity3D engine (which we are […]

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Program: Graphics

The Big Game Projekt

The Big Game course officially started three weeks ago and so far it’s been an amazing journey. From the first day we’ve put all our hearts and souls into our MOBA/RTS game called E.R.A (Eternal Resonance Arena). Since the start of the project I cant say we (graphical artists) have encountered any real problems, its been fluently progressing, as a Technical Artist how ever I’ve learned that we have the adjust the graphics toward the Unity3D engine (which we are […]

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Program: Graphics

The Big Game Projekt

The Big Game course officially started three weeks ago and so far it’s been an amazing journey. From the first day we’ve put all our hearts and souls into our MOBA/RTS game called E.R.A (Eternal Resonance Arena). Since the start of the project I cant say we (graphical artists) have encountered any real problems, its been fluently progressing, as a Technical Artist how ever I’ve learned that we have the adjust the graphics toward the Unity3D engine (which we are […]

/ Comments Off on The Big Game Projekt
Program: Graphics

The Big Game Projekt

The Big Game course officially started three weeks ago and so far it’s been an amazing journey. From the first day we’ve put all our hearts and souls into our MOBA/RTS game called E.R.A (Eternal Resonance Arena). Since the start of the project I cant say we (graphical artists) have encountered any real problems, its been fluently progressing, as a Technical Artist how ever I’ve learned that we have the adjust the graphics toward the Unity3D engine (which we are […]

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Program: Graphics

Corridors

I have also been planning out our connecting corridors which takes you to all the levels we will be using very lowpoly walls that has a highpoly normalmap, ao and cavity. There are some minor problems that hasn’t been solved yet. How will we solve the corridors where there are height differences such as stairs? There will have to be some tweaking done.
Highpoly version.

 
 
 
Lowpoly corridor real-time, The roof has been redone and the trimmings will get a new normal […]

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Program: Graphics

Corridors

I have also been planning out our connecting corridors which takes you to all the levels we will be using very lowpoly walls that has a highpoly normalmap, ao and cavity. There are some minor problems that hasn’t been solved yet. How will we solve the corridors where there are height differences such as stairs? There will have to be some tweaking done.
Highpoly version.

 
 
 
Lowpoly corridor real-time, The roof has been redone and the trimmings will get a new normal […]

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Program: Graphics

There will be mirrors.

 
The first mesh for the mirrors we will be using has been modeled, this is the first iteration and might change a bit. The mirror wont be able to turn vertical so the connecting axis on both sides are unnecessary. There is also a stationary mirror that the player can use the model is done but i ain’t go no picture, however there will be next week! 

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Program: Graphics

There will be mirrors.

 
The first mesh for the mirrors we will be using has been modeled, this is the first iteration and might change a bit. The mirror wont be able to turn vertical so the connecting axis on both sides are unnecessary. There is also a stationary mirror that the player can use the model is done but i ain’t go no picture, however there will be next week! 

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Program: Graphics

Let there be stones!

 
 
This week has included a lot of  stone modeling in zbrush. The stones will be used for our outdoor area where the player starts of the game, and will be combined together to create mountains and stray rocks. I have been using a lot of zbrush to get  that organic feeling and to model a highpoly version of the mesh to be able to extract a crisp normal map, ambient occlusion map and cavity maps to get the most out […]

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Program: Graphics

Let there be stones!

 
 
This week has included a lot of  stone modeling in zbrush. The stones will be used for our outdoor area where the player starts of the game, and will be combined together to create mountains and stray rocks. I have been using a lot of zbrush to get  that organic feeling and to model a highpoly version of the mesh to be able to extract a crisp normal map, ambient occlusion map and cavity maps to get the most out […]

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Program: Graphics

Corridors

I have also been planning out our connecting corridors which takes you to all the levels we will be using very lowpoly walls that has a highpoly normalmap, ao and cavity. There are some minor problems that hasn’t been solved yet. How will we solve the corridors where there are height differences such as stairs? There will have to be some tweaking done.
Highpoly version.

 
 
 
Lowpoly corridor real-time, The roof has been redone and the trimmings will get a new normal […]

/ Comments Off on Corridors
Program: Graphics

Corridors

I have also been planning out our connecting corridors which takes you to all the levels we will be using very lowpoly walls that has a highpoly normalmap, ao and cavity. There are some minor problems that hasn’t been solved yet. How will we solve the corridors where there are height differences such as stairs? There will have to be some tweaking done.
Highpoly version.

 
 
 
Lowpoly corridor real-time, The roof has been redone and the trimmings will get a new normal […]

/ Comments Off on Corridors
Program: Graphics

There will be mirrors.

 
The first mesh for the mirrors we will be using has been modeled, this is the first iteration and might change a bit. The mirror wont be able to turn vertical so the connecting axis on both sides are unnecessary. There is also a stationary mirror that the player can use the model is done but i ain’t go no picture, however there will be next week! 

/ Comments Off on There will be mirrors.
Program: Graphics

There will be mirrors.

 
The first mesh for the mirrors we will be using has been modeled, this is the first iteration and might change a bit. The mirror wont be able to turn vertical so the connecting axis on both sides are unnecessary. There is also a stationary mirror that the player can use the model is done but i ain’t go no picture, however there will be next week! 

/ Comments Off on There will be mirrors.
Program: Graphics

Let there be stones!

 
 
This week has included a lot of  stone modeling in zbrush. The stones will be used for our outdoor area where the player starts of the game, and will be combined together to create mountains and stray rocks. I have been using a lot of zbrush to get  that organic feeling and to model a highpoly version of the mesh to be able to extract a crisp normal map, ambient occlusion map and cavity maps to get the most out […]

/ Comments Off on Let there be stones!
Program: Graphics

Let there be stones!

 
 
This week has included a lot of  stone modeling in zbrush. The stones will be used for our outdoor area where the player starts of the game, and will be combined together to create mountains and stray rocks. I have been using a lot of zbrush to get  that organic feeling and to model a highpoly version of the mesh to be able to extract a crisp normal map, ambient occlusion map and cavity maps to get the most out […]

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Program: Graphics

Designing card

This week I have been design forth the cards the game is going to use. In order to keep the complexity down I created three  types that the cards will be categorized under.

Attack cards: These are Cards that interact with the opponent in a negative way. These cards attacks the opponents hand, deck or buying options. 

Support cards: these are cards that allows for temporally benefits for the player who played it such as extra resources during a turn or just […]

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Program: Programming

Designing card

This week I have been design forth the cards the game is going to use. In order to keep the complexity down I created three  types that the cards will be categorized under.

Attack cards: These are Cards that interact with the opponent in a negative way. These cards attacks the opponents hand, deck or buying options. 

Support cards: these are cards that allows for temporally benefits for the player who played it such as extra resources during a turn or just […]

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Program: Programming

Big Game Project (week 3)

After all the placeholders were done we decided to change the perspective of our game because people thought the towers and enemies were quite unclear from a top-down perspective. Instead we decided to use an approximately 45 degree angle so everything would be more clear and the player can see more of the towers, characters and other objects in the game.
Since all our placeholders are done (even dough they are top-town) and we notice that our systems work were beginning […]

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Program: Graphics

Big Game Project (week 3)

After all the placeholders were done we decided to change the perspective of our game because people thought the towers and enemies were quite unclear from a top-down perspective. Instead we decided to use an approximately 45 degree angle so everything would be more clear and the player can see more of the towers, characters and other objects in the game.
Since all our placeholders are done (even dough they are top-town) and we notice that our systems work were beginning […]

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Program: Graphics

Big Game Project (week 3)

After all the placeholders were done we decided to change the perspective of our game because people thought the towers and enemies were quite unclear from a top-down perspective. Instead we decided to use an approximately 45 degree angle so everything would be more clear and the player can see more of the towers, characters and other objects in the game.
Since all our placeholders are done (even dough they are top-town) and we notice that our systems work were beginning […]

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Program: Graphics

Big Game Project (week 3)

After all the placeholders were done we decided to change the perspective of our game because people thought the towers and enemies were quite unclear from a top-down perspective. Instead we decided to use an approximately 45 degree angle so everything would be more clear and the player can see more of the towers, characters and other objects in the game.
Since all our placeholders are done (even dough they are top-town) and we notice that our systems work were beginning […]

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Program: Graphics

Big Game Project: Open Circuit: Week 3

This week things have finally stared to come together. Since we know have a 90% complete character controller, creating playable environments in Unity is easy. However, the original plan had some changing done to it; we decided that we couldn’t follow our original plans and layouts. The terrain editor is too clumsy and hard to work with to do that, we discovered it’s smarter to build piece-to-piece. Where if we for example place a ramp at the beginning of the […]

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Program: Graphics

Big Game Project: Open Circuit: Week 3

This week things have finally stared to come together. Since we know have a 90% complete character controller, creating playable environments in Unity is easy. However, the original plan had some changing done to it; we decided that we couldn’t follow our original plans and layouts. The terrain editor is too clumsy and hard to work with to do that, we discovered it’s smarter to build piece-to-piece. Where if we for example place a ramp at the beginning of the […]

/ Comments Off on Big Game Project: Open Circuit: Week 3
Program: Graphics